Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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AI

Classes

class  AIActionBase
class  AIAgentClass
class  AIAnimalClass
class  AIAnimalManagerReactToCloseEntitiesMovement
class  AIAnimalReactToDanger
class  AIBaseAimingComponentClass
class  AIBaseMovementComponentClass
class  AIBaseUtilityComponentClass
class  AIBehaviorTreeComponentClass
class  AIBehaviorTreeComponentBaseClass
class  AICarMovementComponent
class  AICarMovementComponentClass
class  AIChimeraBehaviorTreeComponentClass
class  AICombatPropertiesComponent
class  AICombatPropertiesComponentClass
class  AICommunicationComponentClass
class  AIComponent
class  AIComponentClass
class  AIComponentEntityClass
class  AIControlComponentClass
class  AIDangerEvent
 Event which gets broadcasted from danger-causing places to AI. More...
class  AIDangerEventWeaponFire
class  AIDiagSystem
class  AIEvent
 Base class for all events related to AI. More...
class  AIExtraMoveParams
class  AIFlockClass
class  AIFlyingMovementComponentClass
class  AIFormationComponent
class  AIFormationComponentClass
class  AIFormationDefinition
class  AIGroupClass
class  AIGroupMovementComponentClass
class  AIHelicopterMovementComponentClass
class  AIMessage
 Base class for all messages related to AI. More...
class  AimPoint
class  AIOnMessage
class  AIOrder
 Specialized message to send orders between AI agents. More...
class  AIPathfindingComponentClass
class  AISpawnerGroupClass
class  AITask
class  AITaskAim
class  AITaskCallMethod
class  AITaskChangeStance
class  AITaskCharacterAim
class  AITaskCharacterRaiseWeapon
class  AITaskCharacterSetMovementSpeed
class  AITaskCharacterStop
class  AITaskClearDanger
class  AITaskCreateGroup
class  AITaskCreatePosition
class  AITaskCurrentOrder
class  AITaskFindEntity
class  AITaskFindSmartAction
class  AITaskFinishOrder
class  AITaskFire
class  AITaskGetAimingPosition
class  AITaskGetControlledEntity
class  AITaskGetCurrentSmartAction
class  AITaskGetFormationOffset
class  AITaskGetGroupChildren
class  AITaskGetInVehicle
class  AITaskGetOutVehicle
class  AITaskGetSmartActionParams
class  AITaskGetWaypoint
class  AITaskGroupMove
class  AITaskGroupMoveToEntity
class  AITaskGroupSetMovementSpeed
class  AITaskIdle
class  AITaskMove
class  AITaskMoveInFormation
class  AITaskMoveToEntity
class  AITaskMoveToWaypoint
class  AITaskOrient
class  AITaskPerformObjectAction
class  AITaskPerformSmartAction
class  AITaskPickTarget
class  AITaskPlayGesture
class  AITaskReload
class  AITaskRequestAction
class  AITaskResetPathfindingFilters
class  AITaskReturnState
class  AITaskScripted
class  AITaskSendOrder
class  AITaskSetADS
class  AITaskSetMovementSpeed
class  AITaskSetPathfindingFilters
class  AITaskSetVariable
class  AITaskStop
class  AITaskThrowGrenade
class  AIWaypointClass
class  AIWaypointCycleClass
class  AIWeaponTargetSelector
class  AIWorldClass
class  AIWorldSystem
class  AssignmentSolver
class  BaseAimPoint
class  BaseDecoratorTest
class  BaseSinglePortContainer
class  BehaviorTree
class  BtVariable
class  ChimeraAIAgentClass
class  ChimeraAIControlComponentClass
 Game version of AIControlComponent. Takes care of disabling of character when in high LOD. More...
class  ChimeraAIGroupClass
class  ChimeraAIPathfindingComponentClass
class  ChimeraAIVehicleControlComponentClass
class  ChimeraAIWorldClass
class  ChimeraCoverManagerComponentClass
class  CoverManagerComponentClass
class  DecoAiming
class  DecoCheckLOD
class  DecoDangerEvent
class  DecoIsInVehicle
class  Decorator
class  DecoratorEntity
class  DecoratorPathCompletedTest
class  DecoratorScripted
class  DecoratorTestCanPerformSmartActions
class  DecoratorTestDamageIsAlive
class  DecoratorTestHasAimRequest
class  DecoratorTestHasAmmo
class  DecoratorTestHasMoveRequest
class  DecoratorTestHasWeapon
class  DecoratorTestIsPerformingSmartAction
class  DecoratorTestIsWeaponRaised
class  DecoratorTestScripted
class  DecoratorTimedBase
class  DecoratorTimedDangerPerception
class  DecoratorWeaponObstructed
class  DecoTestDistanceToEntity
class  DecoTestOrder
class  DecoTestVariable
class  ForEachChild
class  InsectFlyMovementComponentClass
class  MineManagerComponentClass
class  NavmeshCustomLinkComponent
class  NavmeshCustomLinkComponentClass
class  NavmeshWorldComponentClass
class  Node
class  NodePortsContainer
class  OnEvent
class  Parallel
class  PathVisualizerClass
class  Repeater
class  RoadNetworkBridgeComponent
class  RoadNetworkBridgeComponentClass
class  RootNode
class  RunBT
class  RunOnce
class  RunOnEntity
class  Selector
class  Sequence
class  SingleInputPortContainer
class  SingleOutputPortContainer
class  Switch

Enumerations

enum  EAIActionState {
  EVALUATED , RUNNING , SUSPENDED , COMPLETED ,
  FAILED , EVALUATED , RUNNING , SUSPENDED ,
  COMPLETED , FAILED
}
enum  EAIActionState {
  EVALUATED , RUNNING , SUSPENDED , COMPLETED ,
  FAILED , EVALUATED , RUNNING , SUSPENDED ,
  COMPLETED , FAILED
}
enum  EAIDangerEventType {
  Danger_None , Danger_NewEnemy , Danger_Deadbody , Danger_DamageTaken ,
  Danger_MeleeDamageTaken , Danger_ProjectileHit , Danger_LostTarget , Danger_GrenadeLanding ,
  Danger_WeaponFire , Danger_Vehicle , Danger_StartedBleeding , Danger_DoorMovement ,
  Danger_VehicleHorn , Danger_Explosion , Danger_PhysicsContact , Danger_None ,
  Danger_NewEnemy , Danger_Deadbody , Danger_DamageTaken , Danger_MeleeDamageTaken ,
  Danger_ProjectileHit , Danger_LostTarget , Danger_GrenadeLanding , Danger_WeaponFire ,
  Danger_Vehicle , Danger_StartedBleeding , Danger_DoorMovement , Danger_VehicleHorn ,
  Danger_Explosion , Danger_PhysicsContact
}
enum  EAIDangerEventType {
  Danger_None , Danger_NewEnemy , Danger_Deadbody , Danger_DamageTaken ,
  Danger_MeleeDamageTaken , Danger_ProjectileHit , Danger_LostTarget , Danger_GrenadeLanding ,
  Danger_WeaponFire , Danger_Vehicle , Danger_StartedBleeding , Danger_DoorMovement ,
  Danger_VehicleHorn , Danger_Explosion , Danger_PhysicsContact , Danger_None ,
  Danger_NewEnemy , Danger_Deadbody , Danger_DamageTaken , Danger_MeleeDamageTaken ,
  Danger_ProjectileHit , Danger_LostTarget , Danger_GrenadeLanding , Danger_WeaponFire ,
  Danger_Vehicle , Danger_StartedBleeding , Danger_DoorMovement , Danger_VehicleHorn ,
  Danger_Explosion , Danger_PhysicsContact
}
enum  EAIFindSmartAction_TagTest {
  None , AllSet , AnySet , InOrder ,
  None , AllSet , AnySet , InOrder
}
enum  EAIFindSmartAction_TagTest {
  None , AllSet , AnySet , InOrder ,
  None , AllSet , AnySet , InOrder
}
enum  EAimPointType {
  NORMAL , WEAK , INCAPACITATE , NORMAL ,
  WEAK , INCAPACITATE
}
enum  EAimPointType {
  NORMAL , WEAK , INCAPACITATE , NORMAL ,
  WEAK , INCAPACITATE
}
enum  EAIOrderType {
  AIOrder_None , AIOrder_Hold , AIOrder_Move , AIOrder_Follow ,
  AIOrder_Rearm , AIOrder_Defend , AIOrder_GetIn , AIOrder_Attack ,
  AIOrder_Custom , AIOrder_None , AIOrder_Hold , AIOrder_Move ,
  AIOrder_Follow , AIOrder_Rearm , AIOrder_Defend , AIOrder_GetIn ,
  AIOrder_Attack , AIOrder_Custom
}
enum  EAIOrderType {
  AIOrder_None , AIOrder_Hold , AIOrder_Move , AIOrder_Follow ,
  AIOrder_Rearm , AIOrder_Defend , AIOrder_GetIn , AIOrder_Attack ,
  AIOrder_Custom , AIOrder_None , AIOrder_Hold , AIOrder_Move ,
  AIOrder_Follow , AIOrder_Rearm , AIOrder_Defend , AIOrder_GetIn ,
  AIOrder_Attack , AIOrder_Custom
}
enum  EAIUnitType {
  UnitType_Infantry , UnitType_VehicleUnarmored , UnitType_VehicleMedium , UnitType_VehicleHeavy ,
  UnitType_Aircraft , UnitType_Fortification , UnitType_Count , UnitType_Infantry ,
  UnitType_VehicleUnarmored , UnitType_VehicleMedium , UnitType_VehicleHeavy , UnitType_Aircraft ,
  UnitType_Fortification , UnitType_Count
}
enum  EAIUnitType {
  UnitType_Infantry , UnitType_VehicleUnarmored , UnitType_VehicleMedium , UnitType_VehicleHeavy ,
  UnitType_Aircraft , UnitType_Fortification , UnitType_Count , UnitType_Infantry ,
  UnitType_VehicleUnarmored , UnitType_VehicleMedium , UnitType_VehicleHeavy , UnitType_Aircraft ,
  UnitType_Fortification , UnitType_Count
}
enum  EAIWaypointCompletionType {
  All , Leader , Any , All ,
  Leader , Any
}
enum  EAIWaypointCompletionType {
  All , Leader , Any , All ,
  Leader , Any
}
enum  EMoveError {
  OK , STUCK , STOPPED , UNREACHABLE ,
  WAITING_ON_NAVLINK , ENTITY_CANT_MOVE , ENTITY_NOT_MOVABLE , UNKNOWN ,
  OK , STUCK , STOPPED , UNREACHABLE ,
  WAITING_ON_NAVLINK , ENTITY_CANT_MOVE , ENTITY_NOT_MOVABLE , UNKNOWN
}
enum  EMoveError {
  OK , STUCK , STOPPED , UNREACHABLE ,
  WAITING_ON_NAVLINK , ENTITY_CANT_MOVE , ENTITY_NOT_MOVABLE , UNKNOWN ,
  OK , STUCK , STOPPED , UNREACHABLE ,
  WAITING_ON_NAVLINK , ENTITY_CANT_MOVE , ENTITY_NOT_MOVABLE , UNKNOWN
}
enum  ENodeResult {
  NONE , FAIL , SUCCESS , RUNNING ,
  ABORTED , FINISHED , TERMINAL , NONE ,
  FAIL , SUCCESS , RUNNING , ABORTED ,
  FINISHED , TERMINAL
}
enum  ENodeResult {
  NONE , FAIL , SUCCESS , RUNNING ,
  ABORTED , FINISHED , TERMINAL , NONE ,
  FAIL , SUCCESS , RUNNING , ABORTED ,
  FINISHED , TERMINAL
}

Functions

AIAgentClass GenericControllerClass GetControlledEntity ()
proto external AIGroup GetParentGroup ()
proto external void SetLOD (int newLOD)
proto external int GetLOD ()
proto external void SetPermanentLOD (int lod)
proto external int GetPermanentLOD ()
proto external void PreventMaxLOD (float preventTime=-1)
proto external void AllowMaxLOD ()
proto external bool CountTowardsAIWorldLimit ()
proto external int GetDangerEventsCount ()
proto AIDangerEvent GetDangerEvent (int index, out int outCount)
 Internally similar danger events can be aggregated. In that case the new danger event is not put into the queue, but instead counter of previous similar event is increased.
proto external void ClearDangerEvents (int howMany)
proto external void ExtractAIEvents (out notnull array< AIWaypoint > aiEvents)
proto external ActionManager GetActionManager ()
proto external AICommunicationComponent GetCommunicationComponent ()
proto external AIControlComponent GetControlComponent ()
proto external AIBaseMovementComponent GetMovementComponent ()
proto external AIBaseAimingComponent GetAimingComponent ()
proto external void ActivateAI ()
 Activates AI group, removes unwanted prefabs, balances units count, sets on agent remove and add events,.
proto external void DeactivateAI ()
proto external bool IsAIActivated ()
event void OnLODChanged (int oldLOD, int newLOD)
AIAnimalClass AIAgentClass GetSoundMapTag ()
proto external bool CallReactToDanger ()
proto external bool ManualActivation ()
event void OnReactToDanger ()
AIBaseMovementComponentClass AIComponentEntityClass HasCompletedRequest (bool bTakeTimeIntoAccount)
proto external bool RequestFollowPathOfEntity (IEntity other)
proto external void GetCurrentPath (notnull array< vector > outPoints)
proto external AIPathfindingComponent GetPathfindingComponent ()
event void OnPathSet ()
AIBaseUtilityComponentClass AIComponentClass EvaluateActions ()
 Evaluate all actions and return the highest evaluated action which is not suspended. Returns nullptr if none found.
proto external void AddAction (AIActionBase action)
 Adds an action.
proto external bool RemoveObsoleteActions ()
 Removes actions which are failed or completed.
proto external void SetStateAllActionsOfType (typename actionType, EAIActionState actionState, bool includeInherited=false)
 Iterates through the actions changing the state of those of the type or that inherit from it.
proto external bool HasActionOfType (typename actionType)
 Returns true when there is an action of exactly this type.
proto external AIActionBase FindActionOfType (typename actionType)
 Finds action of exactly this type.
proto external AIActionBase FindActionOfInheritedType (typename actionType)
 Finds action of provided type or a type inherited from it.
proto external void FindActionsOfType (typename actionType, notnull array< ref AIActionBase > outActions)
proto external void FindActionsOfInheritedType (typename actionType, notnull array< ref AIActionBase > outActions)
proto external void SetStateOfRelatedAction (AIActionBase relatedAction, EAIActionState state)
proto external bool CallActionsOnMessage (AIMessage msg)
proto external void GetActions (notnull array< ref AIActionBase > outActions)
proto external AIActionBase GetCurrentAction ()
proto external void SetCurrentAction (AIActionBase executed)
proto external AIActionBase GetExecutedAction ()
proto external void SetExecutedAction (AIActionBase executed)
proto external AIAgent GetOwner ()
 Owner entity of the fuel tank.
event void EOnInit (IEntity owner)
event void OnPostInit (IEntity owner)
 Editable Mine.
event void EOnDeactivate (IEntity owner)
event void EOnDiag (IEntity owner, float timeSlice)
event void EOnActivate (IEntity owner)
AIBehaviorTreeComponentClass AIBehaviorTreeComponentBaseClass SetBtBreakpoint (bool value)
 Sets breakpoint on the root node of the behavior tree.
AIChimeraBehaviorTreeComponentClass AIBehaviorTreeComponentClass GetSimulateCounter ()
AICommunicationComponentClass AIComponentClass Obsolete ()] proto AIMessage CreateMessage(typename pClass)
proto external bool RequestBroadcast (AIMessage pMessage, AIAgent receiver=null)
proto external AIOrder GetOrder (int id)
proto external void RemoveOrder (int id)
proto external int GetOrderCount ()
proto external void ClearOrders ()
proto external AIMessage GetMessage (int id)
proto external void RemoveMessage (int id)
proto external int GetMessageCount ()
proto external void ClearMessages ()
event void OnReceived (AIMessage pMessage)
 Called when message is received and added to receive queue.
event void OnFrame (IEntity owner, float timeSlice)
event void OnInit (IEntity owner)
AIControlComponentClass AIComponentEntityClass GetControlAIAgent ()
AIFlockClass AIAnimalClass ActivateAllBirds (bool val)
proto external vector CreateRandomBirdTarget (int i)
proto external vector CreateRandomBirdCenter ()
event void OnTakeOff ()
event void OnFlying ()
event void OnLanding ()
event void OnFinishedLanding ()
AIGroupClass AIAgentClass AddAgent (AIAgent pAgent)
proto external void RemoveAgent (AIAgent pAgent)
proto external int GetAgents (notnull out array< AIAgent > outAgents)
proto external int GetAgentsCount ()
proto external int GetServerAgentsCount ()
proto external void ActivateAllMembers ()
proto external void DeactivateAllMembers ()
proto external AIFormationComponent GetFormationComponent ()
proto external void AddWaypoint (AIWaypoint w)
proto external void RemoveWaypoint (AIWaypoint w)
proto external void AddWaypointAt (AIWaypoint w, int index)
proto external void RemoveWaypointAt (int index)
proto external void CompleteWaypoint (AIWaypoint w)
 Completes specified waypoint and removes it from the list of waypoints, no need to call RemoveWaypoint.
proto external AIWaypoint GetCurrentWaypoint ()
proto external int GetWaypoints (out array< AIWaypoint > outWaypoints)
proto external AIAgent GetLeaderAgent ()
proto external IEntity GetLeaderEntity ()
proto external vector GetCenterOfMass ()
proto external void SetNewLeader (AIAgent newLeader)
void OnCurrentWaypointChanged (AIWaypoint currentWP, AIWaypoint prevWP)
void OnWaypointCompleted (AIWaypoint wp)
void OnWaypointAdded (AIWaypoint wp)
void OnWaypointRemoved (AIWaypoint wp, bool isCurrentWaypoint)
event void OnEmpty ()
event void OnAgentAdded (AIAgent child)
event void OnAgentRemoved (AIAgent child)
event void OnLeaderChanged (AIAgent currentLeader, AIAgent prevLeader)
proto external void SetGroupCharactersWantedMovementType (EMovementType movementWanted)
proto external EMovementType GetGroupCharactersMovementTypeWanted ()
proto external int GetAgentMoveHandlerId (notnull AIAgent agent)
proto external int CreateGroupMoveHandler (string formationType)
proto external int GetMoveHandlerAgentCount (int handlerId=0)
proto external void MoveAgentToHandler (notnull AIAgent agent, int originalHandlerId, int newHandlerId)
proto external void SetMoveHandlerLeader (notnull AIAgent agent, int originalHandlerId, int newHandlerId)
proto external void RemoveGroupMoveHandler (int handlerId)
proto external void ClearGroupMoveHandlers ()
proto external bool SetFormationDefinition (int handlerId, string formation)
proto external AIFormationDefinition GetFormationDefinition (int handlerId)
proto external void SetFormationDisplacement (int iValue, int handlerId=0)
proto external int GetFormationDisplacement (int handlerId=0)
proto AIAgent GetHandlerLeaderAgent (int handlerId=0)
proto int GetAgentsInHandler (notnull out array< AIAgent > outAgents, int handlerId=0)
proto external bool IsFormationDisplaced (int handlerId=0)
event void OnMoveHandlerAdded (int handlerId)
event void OnMoveHandlerRemoved (int handlerId)
AIPathfindingComponentClass AIComponentClass RayTrace (vector position, vector destination, vector hitPos)
proto external void SetAreaCosts (ResourceName config)
proto external NavmeshWorldComponent GetNavmeshComponent ()
proto external bool GetClosestPositionOnNavmesh (vector position, vector searchHalfExtents, out vector correctedPosition)
AISpawnerGroupClass AIGroupClass Spawn ()
 Spawns a new group entity, sets its transformation and then calls OnSpawn.
proto external bool IsSpawningFinished ()
proto external void SetMaxAgentsToSpawn (int pCount)
proto external int GetMaxAgentsToSpawn ()
event void OnSpawn (IEntity spawned)
AIWaypointClass GenericEntityClass GetCompletionYPrecision ()
 Enfusion waypoints do not specify just a point in the world, they can also include a logic, goal, etc. to run at the reached waypoint.
proto external void SetCompletionYPrecision (float fPrecision)
proto external float GetCompletionRadius ()
proto external void SetCompletionRadius (float r)
proto external EAIWaypointCompletionType GetCompletionType ()
proto external void SetCompletionType (EAIWaypointCompletionType newCompletionType)
proto external bool IsWithinCompletionRadius (AIGroup pAgent)
 Tests whether the group passes the test on being within the completion radius.
AIWaypointCycleClass AIWaypointClass PerformOn (AIGroup runningAgent)
 Cycled waypoints are used when we want a series of waypoints repeating for an infinite or finite time. Cycled waypoint inserts the cycling waypoints (and itself) into the agents waypoints array to keep the cycle running.
proto external void SetRerunCounter (int val)
proto external int GetRerunCounter ()
proto external void SetWaypoints (array< AIWaypoint > waypoints)
AIWorldClass GenericEntityClass GetCurrentAmountOfLimitedAIs ()
proto external int GetAILimit ()
proto external void SetAILimit (int max)
proto external bool CanLimitedAIBeAdded ()
proto external int GetCurrentNumOfActiveAIs ()
proto external int GetLimitOfActiveAIs ()
proto external void SetLimitOfActiveAIs (int max)
proto external bool CanAIBeActivated ()
proto external void GetAIAgents (out notnull array< AIAgent > agents)
proto external void RequestBroadcastDangerEvent (AIDangerEvent pEvent)
proto external AIFormationDefinition GetFormation (string pName)
proto external NavmeshWorldComponent GetNavmeshWorldComponent (string name)
proto external void RequestNavmeshRebuild (vector min, vector max)
proto external void RequestNavmeshLoad (vector pos)
event void OnDebugCameraTeleport (vector pos)
event void OnDebugAgentTeleport (AIAgent agent)
event void AddedAIAgent (AIAgent agent)
event void RemovingAIAgent (AIAgent agent)
ChimeraAIWorldClass AIWorldClass GetCurrentAmountOfLimitedAIsForFaction (FactionKey factionKey)
proto external int GetAILimitForFaction (FactionKey factionKey)
proto external bool CanLimitedAIBeAddedForFaction (FactionKey factionKey)
proto external void RequestRoadNetworkRebuild (vector min, vector max)
proto external RoadNetworkManager GetRoadNetworkManager ()
ChimeraCoverManagerComponentClass CoverManagerComponentClass GetBestCover (string navmeshWorld, notnull AIPathfindingComponent pathfindingComp, notnull CoverQueryProperties queryParams, out vector outCoverPos, out vector outCoverTallestPos, out int outTileX, out int outTileY, out int outCoverId)
proto external void SetOccupiedCover (int tileX, int tileY, int coverId, bool occupied)
InsectFlyMovementComponentClass AIComponentEntityClass SetOriginPosition (vector position)
proto external vector GetOriginPosition ()
MineManagerComponentClass GenericComponentClass Register (notnull IEntity mine, IEntity mineSpawner)
 Registers the given mine entity. The mine spawner will add it's awareness to it's faction of this mine.
proto external void Remove (notnull IEntity mine)
 Removes the given mine entity.
proto external void AddFactionAwareness (notnull IEntity mine, notnull IEntity awarenessAdder)
 Update a mine's information awareness.
NavmeshWorldComponentClass GenericComponentClass IsTileLoaded (vector wPos)
proto external bool IsTileValid (vector wPos)
proto external bool IsTileRequested (vector wPos)
proto external bool LoadTileIn (vector wPos)
proto external bool GetReachablePoint (vector originPoint, float distance, vector outPosition)

Variables

AIGroupMovementComponentClass DEFAULT_HANDLER_ID = 0

Detailed Description

Enumeration Type Documentation

◆ EAIActionState [1/2]

Enumerator
EVALUATED 
RUNNING 
SUSPENDED 
COMPLETED 
FAILED 
EVALUATED 
RUNNING 
SUSPENDED 
COMPLETED 
FAILED 

Definition at line 12 of file EAIActionState.c.

◆ EAIActionState [2/2]

Enumerator
EVALUATED 
RUNNING 
SUSPENDED 
COMPLETED 
FAILED 
EVALUATED 
RUNNING 
SUSPENDED 
COMPLETED 
FAILED 

Definition at line 12 of file EAIActionState.c.

◆ EAIDangerEventType [1/2]

Enumerator
Danger_None 
Danger_NewEnemy 
Danger_Deadbody 
Danger_DamageTaken 
Danger_MeleeDamageTaken 
Danger_ProjectileHit 
Danger_LostTarget 
Danger_GrenadeLanding 
Danger_WeaponFire 
Danger_Vehicle 
Danger_StartedBleeding 
Danger_DoorMovement 
Danger_VehicleHorn 
Danger_Explosion 
Danger_PhysicsContact 
Danger_None 
Danger_NewEnemy 
Danger_Deadbody 
Danger_DamageTaken 
Danger_MeleeDamageTaken 
Danger_ProjectileHit 
Danger_LostTarget 
Danger_GrenadeLanding 
Danger_WeaponFire 
Danger_Vehicle 
Danger_StartedBleeding 
Danger_DoorMovement 
Danger_VehicleHorn 
Danger_Explosion 
Danger_PhysicsContact 

Definition at line 12 of file EAIDangerEventType.c.

◆ EAIDangerEventType [2/2]

Enumerator
Danger_None 
Danger_NewEnemy 
Danger_Deadbody 
Danger_DamageTaken 
Danger_MeleeDamageTaken 
Danger_ProjectileHit 
Danger_LostTarget 
Danger_GrenadeLanding 
Danger_WeaponFire 
Danger_Vehicle 
Danger_StartedBleeding 
Danger_DoorMovement 
Danger_VehicleHorn 
Danger_Explosion 
Danger_PhysicsContact 
Danger_None 
Danger_NewEnemy 
Danger_Deadbody 
Danger_DamageTaken 
Danger_MeleeDamageTaken 
Danger_ProjectileHit 
Danger_LostTarget 
Danger_GrenadeLanding 
Danger_WeaponFire 
Danger_Vehicle 
Danger_StartedBleeding 
Danger_DoorMovement 
Danger_VehicleHorn 
Danger_Explosion 
Danger_PhysicsContact 

Definition at line 12 of file EAIDangerEventType.c.

◆ EAIFindSmartAction_TagTest [1/2]

Enumerator
None 
AllSet 
AnySet 
InOrder 
None 
AllSet 
AnySet 
InOrder 

Definition at line 12 of file EAIFindSmartAction_TagTest.c.

◆ EAIFindSmartAction_TagTest [2/2]

Enumerator
None 
AllSet 
AnySet 
InOrder 
None 
AllSet 
AnySet 
InOrder 

Definition at line 12 of file EAIFindSmartAction_TagTest.c.

◆ EAimPointType [1/2]

Enumerator
NORMAL 
WEAK 
INCAPACITATE 
NORMAL 
WEAK 
INCAPACITATE 

Definition at line 12 of file EAimPointType.c.

◆ EAimPointType [2/2]

Enumerator
NORMAL 
WEAK 
INCAPACITATE 
NORMAL 
WEAK 
INCAPACITATE 

Definition at line 12 of file EAimPointType.c.

◆ EAIOrderType [1/2]

Enumerator
AIOrder_None 
AIOrder_Hold 
AIOrder_Move 
AIOrder_Follow 
AIOrder_Rearm 
AIOrder_Defend 
AIOrder_GetIn 
AIOrder_Attack 
AIOrder_Custom 
AIOrder_None 
AIOrder_Hold 
AIOrder_Move 
AIOrder_Follow 
AIOrder_Rearm 
AIOrder_Defend 
AIOrder_GetIn 
AIOrder_Attack 
AIOrder_Custom 

Definition at line 12 of file EAIOrderType.c.

◆ EAIOrderType [2/2]

Enumerator
AIOrder_None 
AIOrder_Hold 
AIOrder_Move 
AIOrder_Follow 
AIOrder_Rearm 
AIOrder_Defend 
AIOrder_GetIn 
AIOrder_Attack 
AIOrder_Custom 
AIOrder_None 
AIOrder_Hold 
AIOrder_Move 
AIOrder_Follow 
AIOrder_Rearm 
AIOrder_Defend 
AIOrder_GetIn 
AIOrder_Attack 
AIOrder_Custom 

Definition at line 12 of file EAIOrderType.c.

◆ EAIUnitType [1/2]

Enumerator
UnitType_Infantry 
UnitType_VehicleUnarmored 
UnitType_VehicleMedium 
UnitType_VehicleHeavy 
UnitType_Aircraft 
UnitType_Fortification 
UnitType_Count 
UnitType_Infantry 
UnitType_VehicleUnarmored 
UnitType_VehicleMedium 
UnitType_VehicleHeavy 
UnitType_Aircraft 
UnitType_Fortification 
UnitType_Count 

Definition at line 12 of file EAIUnitType.c.

◆ EAIUnitType [2/2]

Enumerator
UnitType_Infantry 
UnitType_VehicleUnarmored 
UnitType_VehicleMedium 
UnitType_VehicleHeavy 
UnitType_Aircraft 
UnitType_Fortification 
UnitType_Count 
UnitType_Infantry 
UnitType_VehicleUnarmored 
UnitType_VehicleMedium 
UnitType_VehicleHeavy 
UnitType_Aircraft 
UnitType_Fortification 
UnitType_Count 

Definition at line 12 of file EAIUnitType.c.

◆ EAIWaypointCompletionType [1/2]

Enumerator
All 
Leader 
Any 
All 
Leader 
Any 

Definition at line 12 of file EAIWaypointCompletionType.c.

◆ EAIWaypointCompletionType [2/2]

Enumerator
All 
Leader 
Any 
All 
Leader 
Any 

Definition at line 12 of file EAIWaypointCompletionType.c.

◆ EMoveError [1/2]

enum EMoveError
Enumerator
OK 
STUCK 
STOPPED 
UNREACHABLE 
WAITING_ON_NAVLINK 
ENTITY_CANT_MOVE 
ENTITY_NOT_MOVABLE 
UNKNOWN 
OK 
STUCK 
STOPPED 
UNREACHABLE 
WAITING_ON_NAVLINK 
ENTITY_CANT_MOVE 
ENTITY_NOT_MOVABLE 
UNKNOWN 

Definition at line 12 of file EMoveError.c.

◆ EMoveError [2/2]

enum EMoveError
Enumerator
OK 
STUCK 
STOPPED 
UNREACHABLE 
WAITING_ON_NAVLINK 
ENTITY_CANT_MOVE 
ENTITY_NOT_MOVABLE 
UNKNOWN 
OK 
STUCK 
STOPPED 
UNREACHABLE 
WAITING_ON_NAVLINK 
ENTITY_CANT_MOVE 
ENTITY_NOT_MOVABLE 
UNKNOWN 

Definition at line 12 of file EMoveError.c.

◆ ENodeResult [1/2]

Enumerator
NONE 
FAIL 
SUCCESS 
RUNNING 
ABORTED 
FINISHED 

Job was successfully finished.

TERMINAL 
NONE 
FAIL 
SUCCESS 
RUNNING 
ABORTED 
FINISHED 

Job was successfully finished.

TERMINAL 

Definition at line 12 of file ENodeResult.c.

◆ ENodeResult [2/2]

Enumerator
NONE 
FAIL 
SUCCESS 
RUNNING 
ABORTED 
FINISHED 

Job was successfully finished.

TERMINAL 
NONE 
FAIL 
SUCCESS 
RUNNING 
ABORTED 
FINISHED 

Job was successfully finished.

TERMINAL 

Definition at line 12 of file ENodeResult.c.

Function Documentation

◆ ActivateAI()

proto external void ActivateAI ( )

Activates AI group, removes unwanted prefabs, balances units count, sets on agent remove and add events,.

Definition at line 215 of file SCR_ScenarioFrameworkSlotTaskAI.c.

◆ ActivateAllBirds()

AIFlockClass AIAnimalClass ActivateAllBirds ( bool val)

◆ ActivateAllMembers()

proto external void ActivateAllMembers ( )

◆ AddAction()

proto external void AddAction ( AIActionBase action)

Adds an action.

◆ AddAgent()

AIGroupClass AIAgentClass AddAgent ( AIAgent pAgent)

◆ AddedAIAgent()

event void AddedAIAgent ( AIAgent agent)

◆ AddFactionAwareness()

proto external void AddFactionAwareness ( notnull IEntity mine,
notnull IEntity awarenessAdder )

Update a mine's information awareness.

◆ AddWaypoint()

proto external void AddWaypoint ( AIWaypoint w)

◆ AddWaypointAt()

proto external void AddWaypointAt ( AIWaypoint w,
int index )

◆ AllowMaxLOD()

proto external void AllowMaxLOD ( )

◆ CallActionsOnMessage()

proto external bool CallActionsOnMessage ( AIMessage msg)

◆ CallReactToDanger()

proto external bool CallReactToDanger ( )

◆ CanAIBeActivated()

proto external bool CanAIBeActivated ( )

◆ CanLimitedAIBeAdded()

proto external bool CanLimitedAIBeAdded ( )

◆ CanLimitedAIBeAddedForFaction()

proto external bool CanLimitedAIBeAddedForFaction ( FactionKey factionKey)

◆ ClearDangerEvents()

proto external void ClearDangerEvents ( int howMany)

◆ ClearGroupMoveHandlers()

proto external void ClearGroupMoveHandlers ( )

◆ ClearMessages()

proto external void ClearMessages ( )

◆ ClearOrders()

proto external void ClearOrders ( )

◆ CompleteWaypoint()

proto external void CompleteWaypoint ( AIWaypoint w)

Completes specified waypoint and removes it from the list of waypoints, no need to call RemoveWaypoint.

◆ CountTowardsAIWorldLimit()

proto external bool CountTowardsAIWorldLimit ( )

◆ CreateGroupMoveHandler()

proto external int CreateGroupMoveHandler ( string formationType)

◆ CreateRandomBirdCenter()

proto external vector CreateRandomBirdCenter ( )

◆ CreateRandomBirdTarget()

proto external vector CreateRandomBirdTarget ( int i)

◆ DeactivateAI()

proto external void DeactivateAI ( )

◆ DeactivateAllMembers()

proto external void DeactivateAllMembers ( )

◆ EOnActivate()

event void EOnActivate ( IEntity owner)

Definition at line 22 of file SCR_PIPCamera.c.

◆ EOnDeactivate()

event void EOnDeactivate ( IEntity owner)

Definition at line 922 of file SCR_VONController.c.

◆ EOnDiag()

event void EOnDiag ( IEntity owner,
float timeSlice )

Definition at line 463 of file SCR_AIUtilityComponent.c.

◆ EOnInit()

event void EOnInit ( IEntity owner)

Definition at line 87 of file SCR_AIConfigComponent.c.

◆ EvaluateActions()

Evaluate all actions and return the highest evaluated action which is not suspended. Returns nullptr if none found.

◆ ExtractAIEvents()

proto external void ExtractAIEvents ( out notnull array< AIWaypoint > aiEvents)

◆ FindActionOfInheritedType()

proto external AIActionBase FindActionOfInheritedType ( typename actionType )

Finds action of provided type or a type inherited from it.

◆ FindActionOfType()

proto external AIActionBase FindActionOfType ( typename actionType )

Finds action of exactly this type.

◆ FindActionsOfInheritedType()

proto external void FindActionsOfInheritedType ( typename actionType ,
notnull array< ref AIActionBase > outActions )

◆ FindActionsOfType()

proto external void FindActionsOfType ( typename actionType ,
notnull array< ref AIActionBase > outActions )

◆ GetActionManager()

proto external ActionManager GetActionManager ( )

◆ GetActions()

proto external void GetActions ( notnull array< ref AIActionBase > outActions)

◆ GetAgentMoveHandlerId()

proto external int GetAgentMoveHandlerId ( notnull AIAgent agent)

Group Movement Handler: Takes care of planning movement and organizing in formation a collection of agents in a group. Default handler 0 is initialized with the formation specified in 'DefaultFormation' variable. Contains all agents of the group unless moved. Can't be removed. With additional handlers, it's possible to subdivide the group into independent moving parts. Example: Part of the group organized in a vehicle convoy. Additional handlers need to be created and removed manually.

◆ GetAgents()

proto external int GetAgents ( notnull out array< AIAgent > outAgents)

◆ GetAgentsCount()

proto external int GetAgentsCount ( )

Returns the local number of agents in this group. This always matches the number of agents returned by GetAgents

◆ GetAgentsInHandler()

proto int GetAgentsInHandler ( notnull out array< AIAgent > outAgents,
int handlerId = 0 )

◆ GetAIAgents()

proto external void GetAIAgents ( out notnull array< AIAgent > agents)

◆ GetAILimit()

proto external int GetAILimit ( )

◆ GetAILimitForFaction()

proto external int GetAILimitForFaction ( FactionKey factionKey)

◆ GetAimingComponent()

proto external AIBaseAimingComponent GetAimingComponent ( )

◆ GetBestCover()

ChimeraCoverManagerComponentClass CoverManagerComponentClass GetBestCover ( string navmeshWorld,
notnull AIPathfindingComponent pathfindingComp,
notnull CoverQueryProperties queryParams,
out vector outCoverPos,
out vector outCoverTallestPos,
out int outTileX,
out int outTileY,
out int outCoverId )

Performs cover query. Gets nearby cover points, scores them, and select the best one. Returns true if a cover point has been found. navmeshWorld - name of navmesh world. pathfindingComp - pathfinding component of the Agent which will be executing movement. It is required because navmesh traversal rules depend on agent. queryParams - parameters of query. outCoverPos - output, cover position where agent must stand. outCoverTallestPos - output, tallest position of geometry which provides the cover point along cover direction. outTileX, outTileY - output, x,y index of the tile where cover point was found. outCoverId - output, cover point index within the tile.

◆ GetCenterOfMass()

proto external vector GetCenterOfMass ( )

◆ GetClosestPositionOnNavmesh()

proto external bool GetClosestPositionOnNavmesh ( vector position,
vector searchHalfExtents,
out vector correctedPosition )

Gets closest position on navmesh from given center when point is expanded using halfExtents to create search axis aligned bounding box.

Parameters
positionThe position.
searchHalfExtentsExtents of the half to create aabb around center point.
correctedPositionThe corrected position.
Returns
true if it succeeds, false if it fails in which case correctedPosition is not touched at all.

◆ GetCommunicationComponent()

proto external AICommunicationComponent GetCommunicationComponent ( )

◆ GetCompletionRadius()

proto external float GetCompletionRadius ( )

◆ GetCompletionType()

proto external EAIWaypointCompletionType GetCompletionType ( )

◆ GetCompletionYPrecision()

AIWaypointClass GenericEntityClass GetCompletionYPrecision ( )

Enfusion waypoints do not specify just a point in the world, they can also include a logic, goal, etc. to run at the reached waypoint.

◆ GetControlAIAgent()

◆ GetControlComponent()

proto external AIControlComponent GetControlComponent ( )

◆ GetControlledEntity()

AIAgentClass GenericControllerClass GetControlledEntity ( )

Get reference to editable entity controlled by the player this delegate represents.

Returns
Controlled entity

Definition at line 90 of file SCR_EditablePlayerDelegateComponent.c.

◆ GetCurrentAction()

proto external AIActionBase GetCurrentAction ( )

◆ GetCurrentAmountOfLimitedAIs()

AIWorldClass GenericEntityClass GetCurrentAmountOfLimitedAIs ( )

◆ GetCurrentAmountOfLimitedAIsForFaction()

ChimeraAIWorldClass AIWorldClass GetCurrentAmountOfLimitedAIsForFaction ( FactionKey factionKey)

◆ GetCurrentNumOfActiveAIs()

proto external int GetCurrentNumOfActiveAIs ( )

◆ GetCurrentPath()

proto external void GetCurrentPath ( notnull array< vector > outPoints)

◆ GetCurrentWaypoint()

proto external AIWaypoint GetCurrentWaypoint ( )

◆ GetDangerEvent()

proto AIDangerEvent GetDangerEvent ( int index,
out int outCount )

Internally similar danger events can be aggregated. In that case the new danger event is not put into the queue, but instead counter of previous similar event is increased.

◆ GetDangerEventsCount()

proto external int GetDangerEventsCount ( )

◆ GetExecutedAction()

proto external AIActionBase GetExecutedAction ( )

◆ GetFormation()

proto external AIFormationDefinition GetFormation ( string pName)

◆ GetFormationComponent()

proto external AIFormationComponent GetFormationComponent ( )

◆ GetFormationDefinition()

proto external AIFormationDefinition GetFormationDefinition ( int handlerId)

◆ GetFormationDisplacement()

proto external int GetFormationDisplacement ( int handlerId = 0)

◆ GetGroupCharactersMovementTypeWanted()

proto external EMovementType GetGroupCharactersMovementTypeWanted ( )

◆ GetHandlerLeaderAgent()

proto AIAgent GetHandlerLeaderAgent ( int handlerId = 0)

◆ GetLeaderAgent()

proto external AIAgent GetLeaderAgent ( )

◆ GetLeaderEntity()

proto external IEntity GetLeaderEntity ( )

◆ GetLimitOfActiveAIs()

proto external int GetLimitOfActiveAIs ( )

◆ GetLOD()

proto external int GetLOD ( )

◆ GetMaxAgentsToSpawn()

proto external int GetMaxAgentsToSpawn ( )

◆ GetMessage()

proto external AIMessage GetMessage ( int id)

◆ GetMessageCount()

proto external int GetMessageCount ( )

◆ GetMoveHandlerAgentCount()

proto external int GetMoveHandlerAgentCount ( int handlerId = 0)

◆ GetMovementComponent()

proto external AIBaseMovementComponent GetMovementComponent ( )

◆ GetNavmeshComponent()

proto external NavmeshWorldComponent GetNavmeshComponent ( )

Gets NavmeshComponent currently asociated with this Pathfinding

◆ GetNavmeshWorldComponent()

proto external NavmeshWorldComponent GetNavmeshWorldComponent ( string name)

◆ GetOrder()

proto external AIOrder GetOrder ( int id)

◆ GetOrderCount()

proto external int GetOrderCount ( )

◆ GetOriginPosition()

proto external vector GetOriginPosition ( )

◆ GetOwner()

proto external AIAgent GetOwner ( )

Owner entity of the fuel tank.

Returns the entity owning the component.

Returns the entity owner of the component.

This component takes care of sending chat messages.

Returns the parent entity of this component.

Returns
Entity this component is atached to.

Definition at line 128 of file SCR_FuelNode.c.

◆ GetParentGroup()

proto external AIGroup GetParentGroup ( )

◆ GetPathfindingComponent()

proto external AIPathfindingComponent GetPathfindingComponent ( )

◆ GetPermanentLOD()

proto external int GetPermanentLOD ( )

◆ GetReachablePoint()

proto external bool GetReachablePoint ( vector originPoint,
float distance,
vector outPosition )

Get point on navmesh that is reachable from the origin

Parameters
originPointpoint from which to count
distancedistance to check
outPositionreachable position out
Returns
true if success, false if origin point isn't close enough to navmesh.

◆ GetRerunCounter()

proto external int GetRerunCounter ( )

◆ GetRoadNetworkManager()

proto external RoadNetworkManager GetRoadNetworkManager ( )

◆ GetServerAgentsCount()

proto external int GetServerAgentsCount ( )

Returns the server-reported number of agents in this group. However, the GetAgents array may return an empty array when the agents are remotely controlled

◆ GetSimulateCounter()

◆ GetSoundMapTag()

AIAnimalClass AIAgentClass GetSoundMapTag ( )

◆ GetWaypoints()

proto external void GetWaypoints ( out array< AIWaypoint > outWaypoints)

◆ HasActionOfType()

proto external bool HasActionOfType ( typename actionType )

Returns true when there is an action of exactly this type.

◆ HasCompletedRequest()

AIBaseMovementComponentClass AIComponentEntityClass HasCompletedRequest ( bool bTakeTimeIntoAccount)

◆ IsAIActivated()

proto external bool IsAIActivated ( )

◆ IsFormationDisplaced()

proto external bool IsFormationDisplaced ( int handlerId = 0)

◆ IsSpawningFinished()

proto external bool IsSpawningFinished ( )

◆ IsTileLoaded()

Check if navmesh tile is loaded in or not

Parameters
wPosTile pos in world coord space.
Returns
true if not using streaming navmesh or if tile is loaded, false otherwise

◆ IsTileRequested()

proto external bool IsTileRequested ( vector wPos)

Check if navmesh tile is requested

Parameters
wPosTile pos in world coord space.
Returns
true if tile is requested, false otherwise

◆ IsTileValid()

proto external bool IsTileValid ( vector wPos)

Check if navmesh tile is valid for using

Parameters
wPosTile pos in world coord space.
Returns
true if tile is valid, false otherwise

◆ IsWithinCompletionRadius()

proto external bool IsWithinCompletionRadius ( AIGroup pAgent)

Tests whether the group passes the test on being within the completion radius.

Template Parameters
AIGroup*Pointer to the group that will be tested

◆ LoadTileIn()

proto external bool LoadTileIn ( vector wPos)

WARNING: This can take many (even 100+) frames

Parameters
wPosTile pos in world coord space.
Returns
false when tile cannot be loaded or not using streamable navmesh, true if it can

◆ ManualActivation()

proto external bool ManualActivation ( )

◆ MoveAgentToHandler()

proto external void MoveAgentToHandler ( notnull AIAgent agent,
int originalHandlerId,
int newHandlerId )

◆ Obsolete()

Property groups that allow for replication of only part of the object.

Deprecated
Will be removed in the future (as-if all uses were RplGroup.Mandatory).

Definition at line 33 of file EnNetwork.c.

◆ OnAgentAdded()

event void OnAgentAdded ( AIAgent child)
protected

Definition at line 119 of file SCR_AIGroupSettingsComponent.c.

◆ OnAgentRemoved()

event void OnAgentRemoved ( AIAgent child)
protected

Definition at line 5274 of file SCR_AIGroup.c.

◆ OnCurrentWaypointChanged()

void OnCurrentWaypointChanged ( AIWaypoint currentWP,
AIWaypoint prevWP )
protected

Definition at line 160 of file SCR_AIGroupSettingsComponent.c.

◆ OnDebugAgentTeleport()

event void OnDebugAgentTeleport ( AIAgent agent)

◆ OnDebugCameraTeleport()

event void OnDebugCameraTeleport ( vector pos)

◆ OnEmpty()

event void OnEmpty ( )
protected

Definition at line 5250 of file SCR_AIGroup.c.

◆ OnFinishedLanding()

event void OnFinishedLanding ( )

◆ OnFlying()

event void OnFlying ( )

◆ OnFrame()

event void OnFrame ( IEntity owner,
float timeSlice )

Definition at line 1466 of file SCR_VehicleDamageManagerComponent.c.

◆ OnInit()

event void OnInit ( IEntity owner)

Called during EOnInit.

Parameters
ownerEntity this component is attached to.

Definition at line 493 of file SCR_CharacterCommandHandler_Tests.c.

◆ OnLanding()

event void OnLanding ( )

◆ OnLeaderChanged()

event void OnLeaderChanged ( AIAgent currentLeader,
AIAgent prevLeader )
protected

Definition at line 180 of file SCR_EditableGroupComponent.c.

◆ OnLODChanged()

event void OnLODChanged ( int oldLOD,
int newLOD )

◆ OnMoveHandlerAdded()

event void OnMoveHandlerAdded ( int handlerId)

◆ OnMoveHandlerRemoved()

event void OnMoveHandlerRemoved ( int handlerId)

◆ OnPathSet()

event void OnPathSet ( )

◆ OnPostInit()

event void OnPostInit ( IEntity owner)

Editable Mine.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Definition at line 47 of file SCR_AICharacterSettingsComponent.c.

◆ OnReactToDanger()

event void OnReactToDanger ( )

◆ OnReceived()

event void OnReceived ( AIMessage pMessage)

Called when message is received and added to receive queue.

◆ OnSpawn()

event void OnSpawn ( IEntity spawned)

◆ OnTakeOff()

event void OnTakeOff ( )

◆ OnWaypointAdded()

void OnWaypointAdded ( AIWaypoint wp)
protected

Definition at line 209 of file SCR_EditableGroupComponent.c.

◆ OnWaypointCompleted()

void OnWaypointCompleted ( AIWaypoint wp)
protected

Definition at line 203 of file SCR_EditableGroupComponent.c.

◆ OnWaypointRemoved()

void OnWaypointRemoved ( AIWaypoint wp,
bool isCurrentWaypoint )
protected

Definition at line 5335 of file SCR_AIGroup.c.

◆ PerformOn()

AIWaypointCycleClass AIWaypointClass PerformOn ( AIGroup runningAgent)

Cycled waypoints are used when we want a series of waypoints repeating for an infinite or finite time. Cycled waypoint inserts the cycling waypoints (and itself) into the agents waypoints array to keep the cycle running.

Checks whether the group can still cycle, if so, adds waypoints that the group's waypoints list

Template Parameters
AIGroup*Pointer to the group that will be operated on

◆ PreventMaxLOD()

proto external void PreventMaxLOD ( float preventTime = -1)

◆ RayTrace()

AIPathfindingComponentClass AIComponentClass RayTrace ( vector position,
vector destination,
vector hitPos )

◆ Register()

MineManagerComponentClass GenericComponentClass Register ( notnull IEntity mine,
IEntity mineSpawner )

Registers the given mine entity. The mine spawner will add it's awareness to it's faction of this mine.

◆ Remove()

proto external void Remove ( notnull IEntity mine)

Removes the given mine entity.

◆ RemoveAgent()

proto external void RemoveAgent ( AIAgent pAgent)

◆ RemoveGroupMoveHandler()

proto external void RemoveGroupMoveHandler ( int handlerId)

◆ RemoveMessage()

proto external void RemoveMessage ( int id)

◆ RemoveObsoleteActions()

proto external bool RemoveObsoleteActions ( )

Removes actions which are failed or completed.

◆ RemoveOrder()

proto external void RemoveOrder ( int id)

◆ RemoveWaypoint()

proto external void RemoveWaypoint ( AIWaypoint w)

◆ RemoveWaypointAt()

proto external void RemoveWaypointAt ( int index)

◆ RemovingAIAgent()

event void RemovingAIAgent ( AIAgent agent)

◆ RequestBroadcast()

proto external bool RequestBroadcast ( AIMessage pMessage,
AIAgent receiver = null )

◆ RequestBroadcastDangerEvent()

proto external void RequestBroadcastDangerEvent ( AIDangerEvent pEvent)

◆ RequestFollowPathOfEntity()

proto external bool RequestFollowPathOfEntity ( IEntity other)

◆ RequestNavmeshLoad()

proto external void RequestNavmeshLoad ( vector pos)

◆ RequestNavmeshRebuild()

proto external void RequestNavmeshRebuild ( vector min,
vector max )

◆ RequestRoadNetworkRebuild()

proto external void RequestRoadNetworkRebuild ( vector min,
vector max )

◆ SetAILimit()

proto external void SetAILimit ( int max)

◆ SetAreaCosts()

proto external void SetAreaCosts ( ResourceName config)

◆ SetBtBreakpoint()

Sets breakpoint on the root node of the behavior tree.

◆ SetCompletionRadius()

proto external void SetCompletionRadius ( float r)

◆ SetCompletionType()

proto external void SetCompletionType ( EAIWaypointCompletionType newCompletionType)

◆ SetCompletionYPrecision()

proto external void SetCompletionYPrecision ( float fPrecision)

◆ SetCurrentAction()

proto external void SetCurrentAction ( AIActionBase executed)

◆ SetExecutedAction()

proto external void SetExecutedAction ( AIActionBase executed)

◆ SetFormationDefinition()

proto external bool SetFormationDefinition ( int handlerId,
string formation )

◆ SetFormationDisplacement()

proto external void SetFormationDisplacement ( int iValue,
int handlerId = 0 )

Displacement modifies formation indexes. Examples: Displacement = 0, Used formation indexes: 0, 1, ..., Max Displacement = 2, Used formation indexes: 2, 3, ..., Max

◆ SetGroupCharactersWantedMovementType()

proto external void SetGroupCharactersWantedMovementType ( EMovementType movementWanted)

◆ SetLimitOfActiveAIs()

proto external void SetLimitOfActiveAIs ( int max)

◆ SetLOD()

proto external void SetLOD ( int newLOD)

◆ SetMaxAgentsToSpawn()

proto external void SetMaxAgentsToSpawn ( int pCount)

◆ SetMoveHandlerLeader()

proto external void SetMoveHandlerLeader ( notnull AIAgent agent,
int originalHandlerId,
int newHandlerId )

◆ SetNewLeader()

proto external void SetNewLeader ( AIAgent newLeader)

◆ SetOccupiedCover()

proto external void SetOccupiedCover ( int tileX,
int tileY,
int coverId,
bool occupied )

Marks the cover as occupied. Occupied cover points are filtered out during cover search. CoverManager does not store which agents use which cover points, this must be handled on user side. After calling GetBestCover, if the cover was found, mark the cover as occupied with SetOccupiedCover(). This will prevent several agents from selecting same cover point. When cover point is no longer used, mark it as not occupied to release it.

◆ SetOriginPosition()

◆ SetPermanentLOD()

proto external void SetPermanentLOD ( int lod)

◆ SetRerunCounter()

proto external void SetRerunCounter ( int val)

◆ SetStateAllActionsOfType()

proto external void SetStateAllActionsOfType ( typename actionType ,
EAIActionState actionState,
bool includeInherited = false )

Iterates through the actions changing the state of those of the type or that inherit from it.

◆ SetStateOfRelatedAction()

proto external void SetStateOfRelatedAction ( AIActionBase relatedAction,
EAIActionState state )

◆ SetWaypoints()

proto external void SetWaypoints ( array< AIWaypoint > waypoints)

◆ Spawn()

Spawns a new group entity, sets its transformation and then calls OnSpawn.

Variable Documentation

◆ DEFAULT_HANDLER_ID

AIGroupMovementComponentClass DEFAULT_HANDLER_ID = 0